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The E-Sports Economy

The E-Sports Economy

Market Study
Published: October 2017
Pages: 52
Research from: iDate
Sector: Media & Entertainment

From: GBP 2500.00
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Poised to become a real social phenomenon, eSports is an emerging market whose current limited revenue is growing fast, and could reach €3 billion by 2021 – or 4% of the video game market. This figure is forecast to climb to €10.5 billion in 2030, thanks to an average annual growth rate of 37.6%. Meanwhile, eSports audience figures are set to skyrocket from the current 240 million to 410 million by 2021.

This report delivers an analysis of what is both an offshoot of the video game market and a very different animal, targeting an increasingly large and diverse public. So different in fact that the most innovative publishers are embracing changing consumption patterns and user experiences, and seriously exploring a permanent shift in their strategy to accommodate this new phenomenon. This is also true of a number of players along the value chain (internet giants, TV channels…) working to better grasp the current and future direction this new market will take and, for the most forward-looking among them, to being already to stake out their claim.

 

Players
ACTORS
10bet
188bet
Acer
Activision Blizzard
Adidas
Afreeca
Alienware
AlphaDraft
Apple
Arena Online
Astro Gaming
Asus
AT&T
Azubu/Hitbox/Smashcast
Bandai Namco Entertainment
Battle.net
BattleFy
Battleriff
Bell
bet365
Betclic
Betway
Bitskins
Canal+
Capcom
Century Fox
CEVO
Champion.gg
Cloud9
Coca Cola
CSGOLounge
CSGOShop
CW
Datbet
Daybreak Games Company
Disney XD
Dojo Madness
Dolby
Domino’s
Dotalounge
Douyu
Draft Kings
Dreamhack
DXRacer
eLeague
Electronic Arts
Epic Games
ESEA
ESL Fantasy
ESL Gaming
ESP
ESPN
e-sport bets
e-sports Championship Series
ESWC
Evil Geniuses
Evo
Faceit
Fantasy Esports
Fantasy LCS
Fnatic
Ford
Fox
Game One
Gamebattles
GamerSaloon
GameWisp
Gamoloco
Gfinity
Gillette
Google
Hi-Rez Studios
Hisense
Hyundai
Intel
Invictus Gaming
ITV
Kickback
League Coaching
League of Legends - Championship Series (LCS)
Leet.gg
Legendary
Legends.gg
LGD Gaming
Lightstream
Logitech
Maestro.io
Major League Gaming
Microsoft Studios
MLG
Moba Fire
Natus Vincere
NCSoft
Newbee
nitrogenSports
OPSkins
Orange
Origin
Overwolf
Pandascore
PinnacleSports
PokerStars
ProBuilds
Psyonix
PVPro
Pwn Win
RedBull
Riot Games / Tencent
Scuf Gaming
Seenheiser
SK Telecom T1
Skill.gg
Skillz Toornament
Sky
Skybet
StageTen
Steam
Stream Hatchet
Streamtip
Super Evil Megacorp
Supercell / Tencent
TBS
Team Liquid
Team OG
Team Random
Tencent
TF1
T-Mobile
Turtle Beach
TV2
Twitch
Uber
Ubisoft
UMG
Unikrn
Uplay
Valve Software
Valve Software
Vici Gaming
Video Gamer Coach
Virtus.pro
VISA
Vodafone
Walmart
Wargaming
Warner Bros. Interactive Enter.
Webedia
William Hill
World Gaming
Xfinity
YouTube Gaming

Slideshow
The e-sports ecosystem
E-sports: stakeholders and goals
The video game industry sphere: the power of rights holders
The tournaments sphere: a new era of professionalisation
The distribution sphere: attracting massive audiences
The betting and gambling sphere: from opportunity to opportunism

The 10 challenges facing e-sports
The 10 challenges facing e-sports in the medium term

Market estimates
The various revenue streams
The world e-sports market
Advertising and sponsorship: leading e-sports market segment
Asia: biggest e-sports market

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